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Looking for some advice on orks as an alternative army, just 1000pts, lots of troops and kill kans is the tactic, (the theme? Sea of orks and some killa kans... lol)
Killa Kans [14 PL, 210pts] . Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
Killa Kans [14 PL, 210pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
Mek gunz [120pts]
Kustom mega kannon
Kustom mega kannon
++ Total: [52 PL, 1494pts] ++
although its a very expensive army :O
This message was edited 4 times. Last update was at 2020/04/27 15:17:15
I don't know much about orcs, but one of the things they might benefit from would be a kustom force field, since they ain't made of armor. First roudn it might make it harder for someone to slaughter quite as many troop, and then maybe it could run along with the kans to make them a little less like easy meat for antitank.
Again, I don't know much more than that -- but would that be a good synergy?
Dukeofstuff wrote: I don't know much about orcs, but one of the things they might benefit from would be a kustom force field, since they ain't made of armor. First roudn it might make it harder for someone to slaughter quite as many troop, and then maybe it could run along with the kans to make them a little less like easy meat for antitank.
Again, I don't know much more than that -- but would that be a good synergy?
Yeah i saw that from one of the HQ units so that might be worth doing, its like the orks never got any love in 8th, but i love an underdog and think i can make a successful army out of them
A sea of green on the table means so many wounds the armour doesnt really matter, just need to get them into combat!
Killa Kans [14 PL, 210pts, -1CP]: Kustom Job
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Kan Klaw
Looks pretty solid, although I think ard boyz are too expensive at 2cp. Why not tellyport your meganobz with those points?
I would sooner save some of those command points for the battle or upgrade one weirdboy to a warphead so that you can cast warpath on your boyz before you da jump them, and while we're on the topic of weirdboyz...
You can't cast da jump twice in a turn , so one of your weirdboyz will generally be doing nothing unless the first weirdboy dies. I prefer to hope that a painboy and lots of bubble wrap will keep the weirdboy alive long enough to cast jump a couple of times and that he won't just get sniped on the first turn. There are so many good psychic options that it's a requisite for orks to have at least two weirdboyz now, but probably a lot more is optimal. Deathskulls can cast maniacal seizure which is pretty good. Fist of Gork (or Mork) is also great when you're taking a warboss but of course you can also cast it on any character so you can be somewhat flexible and adaptable. Warpath and big ork boy units go together like sluggas and choppas (or choppas and choppas!).
Nob with Waaagh banner is also really good and worth getting.
Meganobz don't need PK shootaz as much as they need double killsawz, particularly in a small unit where you aren't going to be able to mass enough firepower to change anyones mind about charging in and receiving overwatch, and you aren't going to shoot enough to do anything but tickle a unit now and again. Instead, particularly as an ork: you want to be the one running in, dishing the damage and killing the enemy before they can do anything about it! Not since 3rd ed has their been a game state so rewarding to charge units like orks, so there is really no reason not to use double killsaws, try to tellyport or da jump them to where they need to be to get a charge off, and then destroy a key unit. To do that you'll need the reliability of those killsaws and while we're on the topic of double killsaws...
Units of boyz must have nobz, and those nobz should be kitted out. In the current edition nobs can once again hide within their units dispensing maximum damage while letting the boyz soak up all of the damage, and you'll usually be left with a few straggling survivor boyz backing up one nob after they've taken some fire the boyz lose effectiveness quickly but the nob remains, making the unit more effective after losses. So it is therefore optimal to upgrade nobz to do that job best, and that means giving them double killsawz too, letting them get +1 attack and the very reliable 2 damage.
Generally making an optimized list means a degree of converting models from what GW provides in the box, but that doesn't mean this condition will remain in effect. Magnets - magnets are your friend